PIC1: I didn't even provide DLSSG with the camera matrix so it doesn't know I am rotating, I believe with proper camera data the ghosting on left side can be eliminated.
PIC2: 88FPS with DLSSG off and 150FPS with DLSSG on.
Like losing 13 real frames. It's like the average loss though.
I lose some real frames with other games with official DLSS3 implementations anyway.
The good news is that the fake frames in Skyrim are much better than in Elden Ring(which I'll look into fixing later).
They are mostly with very little ghosting and only some very small artifacts that's not really noticable with higher FPS, and it looks much smoother.
The bad news is relfex isn't working with DLSSG on, and it's the same even in Nvidia's own Streamline Sample.
I have opened an issue on their repo:
https://github.com/NVIDIAGameWorks/Streamline/issues/15
But I don't think they will fix it very soon.
On the bright side, Skyrim is a single player RPG, so the latency doesn't matter as much as for competitive games.
This is still very WIP so won't be released very soon, I still have to feed it with camera matrix and make Skyrim render UI to a seperate texture so that UI won't be affected by DLSSG.
EDIT: Huh, I don't really know, reflex seems to be working, only that I can't get latency report when DLSSG is loaded.
It feels about the same as the latency of the real frames, like if it's 40 FPS to 80 FPS, it feels about the same latency as you would with 40 FPS, but with much smoother image.
Mat wilson
2023-04-11 03:19:13 +0000 UTCMat wilson
2023-04-11 03:10:37 +0000 UTCMat wilson
2023-04-11 02:58:22 +0000 UTCRamesh Laxmisan
2023-04-10 18:55:25 +0000 UTCShirouEmiyaUBW
2023-04-10 17:31:52 +0000 UTCPureDark
2023-04-10 17:23:58 +0000 UTCShirouEmiyaUBW
2023-04-10 17:11:31 +0000 UTCreanor
2023-04-10 17:09:42 +0000 UTCBenjamin Joel Mauer
2023-04-10 16:44:01 +0000 UTCShirouEmiyaUBW
2023-04-10 16:31:29 +0000 UTC